Pretty much what the tile says, cheers
Gamma World, 2nd/3rd edition not the 'fear nanotech' modern version.
I love post apocalyptic games and Gamma World does it well with a good mix of humour and silliness thrown in as well.
Other worth a mention
The first game I actively learned anything about was Cyberpunk 2013 (black box).
Then, although I dabbled with Shadowrun (1.0) they didn't really explain the dice pool mechanic that well, so the material for that got altered for use in my CP 2013 games instead.
I played some of the White wolf rpgs in the 90s, but my heart still remains with Talsorians's Cyberpunk2020 as my favourite. Getting to GM the actual writer of that game in a session or two was a highlight, too.
I know some people have a love for Space Opera by FGU - and the guy who wrote that game, was the president of one of the games clubs I used to play at.
Cyberpunk 2020 and Shadowrun 2nd are dear to my heart. Gritty city streets, huge mega corps and all of the cyber motifs - dystopia, transhumanism etc etc.
Rolemaster Standard System. & MERP was good fun.
I loved various parts of WoD - mostly vampire 2nd ed, but had good games with werewolf and some of the spin offs.
I had a long running Sengoku / Fusion system blend with really heavy supernatural elements pinched from manga and Japanese mythology.
Castle Falkenstein had awesome style about it.
Dare I say it, but I do have very fond memories of both Robotech and RIFTS games.
Lastly, StarWars D6. Had awesome campaigns playing through all periods of star wars storyline.
Whilst, I haven't played in many years, I still think about the mechanics behind Fate and some of the more modern RPGs.
I've always wanted to try Shadowrun, Cyberpunk, Star Wars D6, as well as Traveller and RuneQuest.
I Kickstarted the Paranoia Reboot, but have not received it, no idea at what stage it's at!
I also Kickstarted Kult rpg, which I'm pretty excited about it. The genre looks awesome!
Oh and Gamma World... I'm wondering (hoping?) they make a 5e version.
Different games for different reasons...
1st edition Exalted - so many great games with many groups of people, including some huge campaigns and writing a lot of one-shot convention games. Similarly, oWoD'd Kindred of the East for many of the same reasons.
Weapons of the Gods was a lot of fun, particularly when people started building their own kung fu styles using the Companion rules. We watched a lot of wuxia, and the system handled those sorts of stories (secret societies, hidden martial arts techniques, courtiers and scholars holding their own with warriors) really well.
FFG's Star Wars: Edge of the Empire - I really like having success/failure and advantage/disadvantage built in to the same roll of the dice, so players stay engaged in having something interesting happen whether you hit or missed that shot.
I like http://www.evilhat.com/home/dont-rest-your-head-2/ as a nicely done micro-game, with mechanics that work perfectly for the type of story it was designed for.
Hackmaster 4th Edition. A completely different game to Hackmaster 5th Edition. It's a funhouse mirror version of AD&D 1E and 2E, and borrows verbatim a lot of rules and IP material from that so well-loved game. It could have been named "Super Advanced Dungeons and Dragons", because that's what it is.
Comedy/parody/satire vibe, which matches how people end up playing RPGs, and makes reading the books a lot of fun.
Excessively rules heavy, leading to memorable combats (due to crits lifted from Rolemaster, fatigue etc.) and really memorable characters (thanks to quirks, flaws and skills.)
Well nigh unplayable due to the rules load, but is worth the love involved in attempting to live up to it. I'm working on some software to alleviate this.
The best roleplaying game in the world, in my opinion, IF you can handle the crazy rules load.
Cyberpunk 2020 - gritty, awesome setting, great mechanics, great world. A high school favourite.
Shadowrun 1st and 2nd - see above.
Vampire - 1st edition. Our GM made this essentially a Cyberpunk version of Vampire set in modern day. While other Vampire players were writing bad poetry and chooinsg their favourite shades of black lipstick, we were writing ransom notes and choosing our preferred assault rifles.
Pendragon - my favourite RPG for what it is. I never played it, only GMd it, and I think I GMd it badly.
Earthdawn - 1st edition. My favourite RPG in which to be a PC. We had a great GM and a campaign that went for years and years. Caliginous was my character from these sessions.
I would love to RP again - I barely have time to check these boards as it is though with my current job...
First of all I should state I am a mechanics guy. The lore and fluff of the different RPG systems is good and all, however they are also meaningless when playing the game. Different RPG books only really tell you one thing, and that is how to resolve combat in their system. You can play any genre of game with any set of rules by simply renaming things. Some people don't think this is true, but calling a Crossbow a Blaster Rifle lets you play Star Wars.
With that out of the way...
Rolemaster is my favourite RPG.
-Characters are more open than most other systems, allowing you to make the character you want.
-It is not a pass / fail system. There are about 50 degrees of success or more however you can still fail.
-It is hard for your character to die to HP loss, but at the same time you can have your skull caved in.
-Magic is powerful but takes time to use.
-You can make up your monsters / npcs in about 10 seconds with 4 stats.
-You can ignore most rules if you don't like them without it impacting on the game at all.
-Due to crits, most players quickly learn you can't go around being murderhobos for very long.
I haven't really given my 2c, so here goes:
D&D Basic (Red Box):
My first foray into rpg back around the mid-80s. I really enjoyed the system since in retrospect it was very fluid and not rules-heavy. It was easy to capture the theme through immersive narrative.
AD&D 2nd Ed:
After Basic and AD&D 1e, I really liked the heavier rules of AD&D 2e (basically cleaned up 1e) and the zillions of character options (via the Kits). It was possible to create a non-combat character, which meant more emphasis on role-play vs hack-n-slash. We had an awesome DM back in the early 90s that was great at homebrew stuff, plus he could be a mean mofo which meant you couldn't get away with ridiculous things and promoted thought and consideration.
Created by a local Melbournite back in the mid-80s, a d10 system very light on rules and with a pretty ridiculous premise (basically you play an alien who comes to Earth (Dirt) to hunt its inhabitants (think Predator but with silly aliens)). The game was purely for single-session entertainment purposes. We used to play it at lunch in high school. I recently found my old books, and have been meaning to run a game out of nostalgia. It would make an excellent convention game imho.
Call of Cthulhu (7e):
This is one of the games I enjoy most nowadays. There are a couple of top-notch CoC GMs in Melbourne, who really show how to immerse a group of players (background music, visuals, handouts, etc). Personally I feel that out of all the genres I've played the Lovecraft Mythos is the most immersive (if done right). You can really leave a session feeling chilled and freaked out! I've only started playing since the release of 7th ed (latest version).
What I really love about the BRP system is there are only a few basic mechanics. It's a percentile skill system, and not combat-oriented. I suppose it is more a storytelling system like WoD (which I've never played), with a focus on mystery and problem solving. What is most intriguing, if you're familiar with the Lovecraft Mythos, is that survival is not guaranteed: in fact it's highly unlikely investigators will survive. This actually makes it rather interesting from a player perspective. For example, take other games like D&D, players become very attached to their characters. This is not quite the case with CoC, in fact character demise via exotic bloody-curdling deaths by indescribable monstrosities can be even more fun than surviving!
(I've tried running my D&D game with a similar vibe, and my players don't like it at all!)
After a hiatus from D&D for awhile (pretty much skipped 3e and 3.5e, and played 4e briefly but didn't like it), I picked up 5e when it was released. The ruleset is pretty streamlined and fluid, reminiscent of Basic with the bonus of being able to make it as heavy as you want. My group is on the tail-end of the Tyranny of Dragons campaign which I've been DM'ing over the past couple of years (my first DM since the 80s!). While I like the lightness of the game and focus on narrative, I do feel there is something missing, though it could just be my group of players (who are very combat-focused). I'll be running the Ravenloft campaign next, as part of a homebrew, with a different group, so interested to see how the game changes with different player dynamics.
I'd probably have to say D&D in its various incantations, due to the fact that its been the main RPG I've played for about 20+ years now. We're currently playing a 5E game, having switched about 12 months ago after 10 years of running a 3.5E game.
I've found that, over the years, I've moved from caring more about the awesome stuff my character could do, to now wanting to tell/be involved in a really cool story. So 5E, with it's lighter ruleset works well for that.
As for other RPGs I love:
- Feng Shui for it's over the top, Jackie Chan-style combats. So much fun setting up a fight scene and seeing what fun stunts the players come up with.
- Call of Cthulhu for horror (especially good when players are used to D&D, the powerlessness and mortality of CoC characters makes for a nice change, as they realise that they have to approach things differently).
- Paranoia, so long as it's with the right group. I tried to play it with my regular D&D group and they totally didn't get the backstabbling, scheming and conniving that the game should have, even though I thought I had explained how it was different from your regular "let's all work together" RPG.
- XCrawl. It uses 3.5E D&D rules as it's basis and is sort of like a cross between pro wrestling and The Running Man (as in the 90's Schwarzenegger movie). I'm not a pro wrestling fan, but my group has had good fun with this when I've run it as a couple of one-shots.
@ Caliginous - are you still in Darwin?
I've played a couple of games of Hunter planet (GM'd by David Bruggeman - the writer) but it ranks second to Paranoia in my book.
Preferred 4th ed Shadowrun to 2nd ed - although some of the art in SR1 still trumps all (did they ever get around to properly attributing an adventure book cover to the artist? "Mercurial at studio 93" where Sorayama's signature is plainly visible - but no cover artist credit was ever printed tmk).
I played AD&D back in the 80's when I was at school. Then took a break from RPG's and spent 15 years wargaming with miniatures. I've been back roleplaying with D&D 5e for the past year and really love it. Just the right mix of combat, problem solving and roleplaying.
In my next one shot I'm going to try and combine 5e with a miniatures game using Warhammer Fantasy figures. The idea is that the party will have a "normal" adventure coming to the aid of a small town which is being raided and they will have a few small encounters with scouts, etc. Then the final encounter will be when the enemy launches a full scale attack on the town and our heroes must organise the defence.
Adventurer Conqueror King from Autarch publish an add on called Domains at War that allows you to use any D20 based RPG to incorporate your characters as leaders in the battle and zoom in and out of the action. That's the theory anyway. We'll see how it works in practice ;-)
If I had to pick one favorite it would probably be Exalted.
A high fantasy setting with a system I found more story focused and less rules is all than D&D.
Closely followed by Vampite: The Masquerade, D20 Star Wars and D20 Modern.
Noteable inclusions would also be Mage: The Ascension and Warhammer Fantasy Roleplay
Without a shadow of a doubt, Call of Cthulhu. I'm a newcomer to the roleplaying scene (only been playing/GM'ing for the last six months), but it stands head and shoulders above everything else that I've tried (which does only amount to CoC and D&D 5E so far, admittedly!) and also everything else that I've read through whilst trying to find other systems to play.
Part of it is that the Cthulhu mythos is a particular favourite of mine, so playing a game based on it was always going to be a no-brainer! I'm also a big fan of the BRP system - as a GM, it's simple enough that rules don't get in the way of telling the story (my players haven't noticed yet when I've completely glossed over a rule because I forgot it in the heat of the moment!) whilst still having enough crunch to provide the players with something towork towards. Having played a bit of D&D before discovering Coc, I also much prefer skill based systems - progression just feels more organic to me.
My games tend to be fairly traditionalist Cthulhu, with a little bit of Pulp thrown in every now and again, and the rules really work for the style, whilst being flexible enough to allow for different gaming styles.
All this being said, mind, my favourite products for CoC are from the Cthulhu Britannica and World War Cthulhu lines from Cubicle 7, so it'll be interesting to see if CoC remains favourite once they've released their own system to fit those lines!
I'd say 5e for its flexibility and shallow learning curve to get started, and the ability to get as deep as you'd like.
I dearly want to play more Numenera/Cypher and Cthulu 7e though to get to know them better. I'm kind of a pick your system for your genre kinda guy for whatever reason and I think CoC works perfect for horror, and Cypher is perfect for everything else.
Something where my Barbarian can kill lots of Orcs and Goblins, hacking and slashing and cutting them down with his ancient steel blade, he's a racist against "Greenskins"...racist bastard!!!
Witcher 3: Wild Hunt best quest in a game
D&D 3.5-the most comprehensive systems I have tried.
Star Wars RPG (FFG version). So damn refreshing and open, and the innovative dice system (called narrative dice) makes the game even more interactive and fun
Call of Cthulhu 7th Ed. Great system (% based) coupled with a fine genre.
Having said the above, ANY system is great fun with the right people.
Go and enjoy!
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)